Small Ships adds controllable ships to Minecraft Java. For a shared world, the mod files must match the Minecraft version and the loader on both client and server. This guide explains installation, the documented basic controls and a procedure for configuration changes. The version example is Minecraft 1.21.1 with NeoForge and Small Ships 2.0.0-b2.1; check other combinations separately each time.
Choose the right Small Ships download
The project overview lists several Minecraft versions and loaders. That does not mean every individual file is suitable for every combination. Open the specific download and compare the Minecraft version, loader and dependencies with your instance. The project lists Small Ships for client and server. Official project page
For the example, the NeoForge build 2.0.0-b2.1 for Minecraft 1.21.1 exists. The named version is a concrete reference, not a general update target. With a finished modpack, first check its requirements.
Prepare installation in a test world
- Note versions and back up data: Record the Minecraft version, loader and mod file. Back up an existing world and configuration before making changes. A new world is suitable for the first functional test.
- Use a matching client instance: Set up the required loader and place the Small Ships file in its
modsdirectory. Add only the dependencies declared for this build. - Start the client and check content: Check whether the mod loads and its content is available. If startup fails, inspect the first concrete error message and the version match.
- Set up the server accordingly: Use the same matching game and gameplay mod versions. Do not upload a full collection of additional client graphics mods to the server without checking them.
- Join as a normal player: Check reachability and content without special administrator rights. A successful installation should not work only with an operator account.
- Test a ship in practice: Test placement, boarding, sails, travel, inventory and disembarking. Then check the state after a clean server restart.
The general setup is covered in setting up mods and modpacks. For Minecraft 1.21.1, the NeoForge documentation also explains the suitable Java 21 runtime.
Which key does what?
The following bindings come from the project description. Check the actual bindings in your instance, especially in a modpack. Changed or duplicate key bindings can produce different behavior.
| Action | Documented control |
|---|---|
| Board | Use the ship with right-click |
| Open or close sails | Press R while in the ship |
| Increase or decrease sail speed | W or S respectively |
| Change camera distance | In third-person view, use F5 with the mouse wheel |
| Open inventory from outside | Sneak and right-click the ship |
| Fire cannons | Look toward the cannons and press the spacebar; cannonballs must be in the ship inventory |
The project page notes that key bindings can be changed. If an effect does not occur, first check the binding, your position in the ship and the action’s prerequisites. Small Ships: controls and cannons
Why a ship can have different speeds
Not every slower trip is a server problem. The official wiki describes influences from ship type, water biome, cannons and cargo. Include these game mechanics in your comparison before changing performance settings. For a specific release, the wiki information must still match the behavior actually observed. Small Ships wiki
For a reproducible comparison, use the same ship and the same route. Note cargo, equipment and water area. Change only one factor at first. If you use a different ship and switch to a different biome at the same time, you can no longer clearly assign the difference.
If, however, several players experience delayed actions at the same time, also check the connection and server. The guide to Minecraft lag and TPS helps with this distinction.
Change key bindings and game rules separately
A key change answers the question of how you trigger an action. A gameplay setting, by contrast, affects the rules of the shared world. So do not confuse a local key conflict with a server-side configuration question.
For controls, open the key bindings of your Minecraft instance and search for the actions registered by Small Ships. If there is a conflict, choose a free key, note the old binding and immediately test the same action. This lets you reverse the change if needed.
For gameplay adjustments, use only the configuration options of your specific build. File names, keys and storage locations cannot be reliably taken from a guide for a different loader. First back up the files that were actually generated. Stop the server before editing manually and change only one existing, documented value at a time. After startup, check the log to see whether the configuration was accepted, then test the effect with a normal player.
Specific settings in Small Ships 2.0.0-b2.1
On an isolated first start with Minecraft 1.21.1 and NeoForge 21.1.248, this build generated two files in the game directory: config/smallships-client.toml for local display and config/smallships-common.toml for general mod rules. The following selection comes from these generated files, including their comments and value ranges. A client start does not yet confirm synchronization with a dedicated server.
| File and key | Default and allowed range | What the setting affects |
|---|---|---|
Client: shipModSpeedUnit |
0; values 0 to 3 |
Unit of the speed display: 0 = km/h, 1 = m/s, 2 = knots, 3 = mph |
Client: shipGeneralCameraAutoThirdPerson |
true |
Automatic switch to the third-person camera |
Client: shipGeneralCameraZoomEnable |
true |
Zoom function of the ship camera |
Client: shipGeneralCameraZoomMin / shipGeneralCameraZoomMax |
5.0 / 20.0; each 1 to 50 |
Lower and upper zoom limit; keep the minimum smaller than the maximum |
Common: shipGeneralContainerModifier |
10.0; −500 to 500 |
Maximum percentage speed influence of a filled cargo hold |
Common: shipGeneralCannonModifier |
2.5; −500 to 500 |
Percentage speed influence per cannon |
Common: shipGeneralBiomeModifier |
20.0; 0 to 500 |
Maximum percentage speed bonus or penalty from biomes |
Common: shipGeneralCollisionDamage |
7.5; 0 to 100 |
Collision damage; 0 disables it according to the configuration comment |
Common: shipGeneralDespawnTimeSunken |
15.0; 0 to 600 minutes |
Time until a sunken ship is removed |
The default for shipAttributeCogMaxSpeed in this build is 30.0. Therefore, do not transfer speed and biome values from older wiki examples without checking them. An allowed extreme value is also not a sensible recommendation: start with the defaults and make small, traceable changes.
When editing, keep the existing TOML sections and do not change the internal schematicVersion. Stop the relevant instance before editing the file and fully restart it afterward; this procedure does not assume any unconfirmed application during gameplay. Whether a specific value takes effect without a restart is not promised here. For shared rules, then check the same action on the test server with a normal player.
Narrow down errors with a simple procedure
| Observation | Check | Expected result |
|---|---|---|
| Ship cannot be placed | Use a free, sufficiently large water area | Ship appears without contact with a narrow shore or obstacles |
R does not trigger a sail action |
Check seat position and actual key binding | The assigned action responds |
| Inventory does not open from outside | Check sneaking while right-clicking | Ship inventory opens |
| Cannon does not respond | Check viewing direction, ammunition and binding | Action can be triggered in a free test environment |
| A player cannot join | Compare their version set with the working client | Join succeeds without mod/loader conflict |
| Ship state changes unexpectedly after restart | Check clean stop, saving and server log | State remains reproducible in the repeated test |
Test cannons in a separate world with open surroundings and no other players’ builds in the target area. The functional test should answer a concrete controls question and not damage an existing save.
Frequently asked questions
Do all players need to install Small Ships?
For the modified client/server operation described here, plan for a matching shared version set. Do not rely on an unchanged client being able to use the additional content.
Does Small Ships automatically work with every shader?
A matching mod file does not prove error-free shader rendering. First check the ship without shaders and then with your specific shader stack. Inspect the water surface, sails and camera in the same scene.
Can I simply remove Small Ships from the world again?
Keep a complete backup before installation. Removing content mods from an already saved world is not a neutral way back. For a clean reverse test, use the backup with the corresponding version set.
Where do I start with a shared server?
Check the Minecraft server plans to see which server software fits your modpack. Choose resources after testing your world and player count. The mere installation of a ship mod does not provide a reliable RAM requirement.
Related guides
- Install Immersive Vehicles: Content Packs and Settings
- Minecraft Graphics Settings Explained: View Distance, Simulation, and FPS
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